Legacy Documentation: Version 2017.2 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

ParticleSystem.MainModule.startSize3D

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public var startSize3D: bool;
public bool startSize3D;

Description

A flag to enable specifying particle size individually for each axis.

See Also: MinMaxCurve.

#pragma strict
private var ps: ParticleSystem;
public var hSliderValueX: float = 1.0F;
public var hSliderValueY: float = 1.0F;
public var hSliderValueZ: float = 1.0F;
function Start() {
	ps = GetComponent.<ParticleSystem>();
	var main: var = ps.main;
	main.startSize3D = true;
	var psr: var = GetComponent.<ParticleSystemRenderer>();
	psr.renderMode = ParticleSystemRenderMode.Mesh;
	psr.mesh = Resources.GetBuiltinResource.<Mesh>("Cube.fbx");
	// use a mesh, because billboards have no Z axis size
	psr.material = new Material(Shader.Find("Sprites/Default"));
}
function Update() {
	var main: var = ps.main;
	main.startSizeXMultiplier = hSliderValueX;
	main.startSizeYMultiplier = hSliderValueY;
	main.startSizeZMultiplier = hSliderValueZ;
}
function OnGUI() {
	hSliderValueX = GUI.HorizontalSlider(new Rect(25, 45, 100, 30), hSliderValueX, 0.0F, 360.0F * Mathf.Deg2Rad);
	hSliderValueY = GUI.HorizontalSlider(new Rect(25, 75, 100, 30), hSliderValueY, 0.0F, 360.0F * Mathf.Deg2Rad);
	hSliderValueZ = GUI.HorizontalSlider(new Rect(25, 105, 100, 30), hSliderValueZ, 0.0F, 360.0F * Mathf.Deg2Rad);
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float hSliderValueX = 1.0F; public float hSliderValueY = 1.0F; public float hSliderValueZ = 1.0F;

void Start() { ps = GetComponent<ParticleSystem>();

var main = ps.main; main.startSize3D = true;

var psr = GetComponent<ParticleSystemRenderer>(); psr.renderMode = ParticleSystemRenderMode.Mesh; psr.mesh = Resources.GetBuiltinResource<Mesh>("Cube.fbx");// use a mesh, because billboards have no Z axis size psr.material = new Material(Shader.Find("Sprites/Default")); }

void Update() { var main = ps.main; main.startSizeXMultiplier = hSliderValueX; main.startSizeYMultiplier = hSliderValueY; main.startSizeZMultiplier = hSliderValueZ; }

void OnGUI() { hSliderValueX = GUI.HorizontalSlider(new Rect(25, 45, 100, 30), hSliderValueX, 0.0F, 360.0F * Mathf.Deg2Rad); hSliderValueY = GUI.HorizontalSlider(new Rect(25, 75, 100, 30), hSliderValueY, 0.0F, 360.0F * Mathf.Deg2Rad); hSliderValueZ = GUI.HorizontalSlider(new Rect(25, 105, 100, 30), hSliderValueZ, 0.0F, 360.0F * Mathf.Deg2Rad); } }

Did you find this page useful? Please give it a rating: